# Neo: Real-Time On-Device 3D Gaussian Splatting with Reuse-and-Update Sorting Acceleration

arXiv: https://arxiv.org/abs/2511.12930 · HTML: https://mlsanity.com/paper/2511.12930/

## Key facts

- Cited by 5 papers in the map (data through 14 Oct 2026).
- Builds on 37 of its 100 references that are in the map.
- First posted on arXiv 17 Nov 2025.

## Builds on (most cited first, 30 of 37)

- [Denoising Diffusion Probabilistic Models](https://mlsanity.com/paper/2006.11239/) (2020)
- [LLaMA: Open and Efficient Foundation Language Models](https://mlsanity.com/paper/2302.13971/) (2023)
- [Retrieval-Augmented Generation for Knowledge-Intensive NLP Tasks](https://mlsanity.com/paper/2005.11401/) (2020)
- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Scaling Rectified Flow Transformers for High-Resolution Image Synthesis](https://mlsanity.com/paper/2403.03206/) (2024)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [FlashAttention: Fast and Memory-Efficient Exact Attention with IO-Awareness](https://mlsanity.com/paper/2205.14135/) (2022)
- [OPT: Open Pre-trained Transformer Language Models](https://mlsanity.com/paper/2205.01068/) (2022)
- [Stable Video Diffusion: Scaling Latent Video Diffusion Models to Large Datasets](https://mlsanity.com/paper/2311.15127/) (2023)
- [Improving language models by retrieving from trillions of tokens](https://mlsanity.com/paper/2112.04426/) (2021)
- [DeepSeek-V2: A Strong, Economical, and Efficient Mixture-of-Experts Language Model](https://mlsanity.com/paper/2405.04434/) (2024)
- [KiloNeRF: Speeding up Neural Radiance Fields with Thousands of Tiny MLPs](https://mlsanity.com/paper/2103.13744/) (2021)
- [FastNeRF: High-Fidelity Neural Rendering at 200FPS](https://mlsanity.com/paper/2103.10380/) (2021)
- [Sora: A Review on Background, Technology, Limitations, and Opportunities of Large Vision Models](https://mlsanity.com/paper/2402.17177/) (2024)
- [LightGaussian: Unbounded 3D Gaussian Compression with 15x Reduction and 200+ FPS](https://mlsanity.com/paper/2311.17245/) (2023)
- [Mega-NeRF: Scalable Construction of Large-Scale NeRFs for Virtual Fly-Throughs](https://mlsanity.com/paper/2112.10703/) (2021)
- [Magic123: One Image to High-Quality 3D Object Generation Using Both 2D and 3D Diffusion Priors](https://mlsanity.com/paper/2306.17843/) (2023)
- [Mini-Splatting: Representing Scenes with a Constrained Number of Gaussians](https://mlsanity.com/paper/2403.14166/) (2024)
- [EAGLES: Efficient Accelerated 3D Gaussians with Lightweight EncodingS](https://mlsanity.com/paper/2312.04564/) (2023)
- [GAUDI: A Neural Architect for Immersive 3D Scene Generation](https://mlsanity.com/paper/2207.13751/) (2022)
- [Reducing the Memory Footprint of 3D Gaussian Splatting](https://mlsanity.com/paper/2406.17074/) (2024)
- [CompGS: Smaller and Faster Gaussian Splatting with Vector Quantization](https://mlsanity.com/paper/2311.18159/) (2023)
- [Instant-3D: Instant Neural Radiance Field Training Towards On-Device AR/VR 3D Reconstruction](https://mlsanity.com/paper/2304.12467/) (2023)
- [RT-NeRF: Real-Time On-Device Neural Radiance Fields Towards Immersive AR/VR Rendering](https://mlsanity.com/paper/2212.01120/) (2022)
- [DeepScaleTool : A Tool for the Accurate Estimation of Technology Scaling in the Deep-Submicron Era](https://mlsanity.com/paper/2102.10195/) (2021)
- [MetaSapiens: Real-Time Neural Rendering with Efficiency-Aware Pruning and Accelerated Foveated Rendering](https://mlsanity.com/paper/2407.00435/) (2024)
- [EVA2: Exploiting Temporal Redundancy in Live Computer Vision](https://mlsanity.com/paper/1803.06312/) (2018)
- [Eventful Transformers: Leveraging Temporal Redundancy in Vision Transformers](https://mlsanity.com/paper/2308.13494/) (2023)
- [Cicero: Addressing Algorithmic and Architectural Bottlenecks in Neural Rendering by Radiance Warping and Memory Optimizations](https://mlsanity.com/paper/2404.11852/) (2024)
- [Euphrates: Algorithm-SoC Co-Design for Low-Power Mobile Continuous Vision](https://mlsanity.com/paper/1803.11232/) (2018)

## Built on by (most cited first, 5 of 5)

- [DeGS: A Scalable 3DGS Architecture via Decoupled Workload Parsing and Reorganization](https://mlsanity.com/paper/2608.02099/) (2026)
- [TemporalGS: Training-Free Plug-and-Play Acceleration for 3D Gaussian Splatting Rendering via Temporal Priors](https://mlsanity.com/paper/2607.03390/) (2026)
- [Rendering 3D Gaussians on a Graph Processor](https://mlsanity.com/paper/2607.15951/) (2026)
- [From Splats to Silicon: Rethinking Computational Efficiency of 3DGS](https://mlsanity.com/paper/2609.06157/) (2026)
- [Understanding and Exploiting Diagonal Attention Sparsity in Autoregressive Image Generation](https://mlsanity.com/paper/2609.19702/) (2026)

## Abstract (arXiv)

3D Gaussian Splatting (3DGS) rendering in real-time on resource-constrained devices is essential for delivering immersive augmented and virtual reality (AR/VR) experiences. However, existing solutions struggle to achieve high frame rates, especially for high-resolution rendering. Our analysis identifies the sorting stage in the 3DGS rendering pipeline as the major bottleneck due to its high memory bandwidth demand. This paper presents Neo, which introduces a reuse-and-update sorting algorithm that exploits temporal redundancy in Gaussian ordering across consecutive frames, and devises a hardware accelerator optimized for this algorithm. By efficiently tracking and updating Gaussian depth ordering instead of re-sorting from scratch, Neo significantly reduces redundant computations and memory bandwidth pressure. Experimental results show that Neo achieves up to 10.0x and 5.6x higher throughput than state-of-the-art edge GPU and ASIC solution, respectively, while reducing DRAM traffic by 94.5% and 81.3%. These improvements make high-quality and low-latency on-device 3D rendering more practical.
